<!-- Any copyright is dedicated to the Public Domain.
   - http://creativecommons.org/publicdomain/zero/1.0/ -->
<!DOCTYPE HTML>
<html>
<head>
  <title>Test hidden frames</title>
  <script type="text/javascript" src="/tests/SimpleTest/SimpleTest.js"></script>
  <link rel="stylesheet" type="text/css" href="/tests/SimpleTest/test.css" />
</head>
<body>
<script type="text/javascript" src="mock_gamepad.js"></script>
<script class="testbody" type="text/javascript">
SimpleTest.waitForExplicitFinish();
 // Add a gamepad
var index;

function setFrameVisible(f, visible) {
  var Ci = SpecialPowers.Ci;
  var docshell = SpecialPowers.wrap(f.contentWindow).QueryInterface(Ci.nsIInterfaceRequestor).getInterface(Ci.nsIWebNavigation).QueryInterface(Ci.nsIDocShell);
  docshell.isActive = visible;
}

var frames_loaded = 0;
function startTest() {
  frames_loaded++;
  if (frames_loaded == 2) {
    GamepadService.addGamepad("test gamepad", // id
                              GamepadService.standardMapping,
                              4, // buttons
                              2).then(function(i) {
                                index = i;
                                gamepad_loaded();
                              });
  }
}
var f1, f2;
function gamepad_loaded() {
  f1 = document.getElementById('f1');
  f2 = document.getElementById('f2');
  let w1 = f1.contentWindow;
  let w2 = f2.contentWindow;
  w1.addEventListener("gamepadbuttonup", () => {
                       ok(!f1.contentWindow.gamepad.buttons[0].pressed,
                          "frame 1 no button pressed");
                      });
  w2.addEventListener("gamepadbuttonup", () => {
                      ok(!f2.contentWindow.gamepad.buttons[0].pressed,
                         "frame 2 no button pressed");
                      setFrameVisible(f2, false);
                      SpecialPowers.executeSoon(function() {
                        GamepadService.newButtonEvent(index, 0, true);
                        });
                      })
  // Now press the button, but don't release it.
  GamepadService.newButtonEvent(index, 0, true);
}

window.addEventListener("gamepadbuttondown", function() {
  // Wait to ensure that all frames received the button press as well.
 SpecialPowers.executeSoon(tests[testNum++]);
});

var testNum = 0;
var tests = [
  check_button_pressed,
  check_second_frame_no_button_press,
];

function check_button_pressed() {
  // At this point the both frames should see the button as pressed.
  ok(f1.contentWindow.gamepad.buttons[0].pressed, "frame 1 sees button pressed");
  ok(f2.contentWindow.gamepad.buttons[0].pressed, "frame 2 sees button pressed");

  // Now release the button, then hide the second frame.
  GamepadService.newButtonEvent(index, 0, false);
}

function check_second_frame_no_button_press () {
  /*
   * At this point the first frame should see the button as pressed,
   * but the second frame should not, since it's hidden.
   */
  ok(f1.contentWindow.gamepad.buttons[0].pressed, "frame 1 sees button pressed");
  ok(!f2.contentWindow.gamepad.buttons[0].pressed, "frame 2 should not see button pressed");

  // Now unhide the second frame.
  setFrameVisible(f2, true);
  SpecialPowers.executeSoon(function() {
    // Now that the frame is visible again, it should see the button
    // that was pressed.
    ok(f2.contentWindow.gamepad.buttons[0].pressed, "frame 2 sees button pressed");
    // cleanup
    GamepadService.removeGamepad(index);
    SimpleTest.finish();
  });
}

</script>
<iframe id="f1" src="gamepad_frame_state.html" onload="runGamepadTest(startTest)"></iframe>
<iframe id="f2" src="gamepad_frame_state.html" onload="runGamepadTest(startTest)"></iframe>
</body>
</html>
